mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
bit manip cleanup
This commit is contained in:
parent
523094fa2f
commit
b3998b0f96
14 changed files with 106 additions and 112 deletions
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@ -898,9 +898,9 @@ void() CheckWaterJump =
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traceline (start, end, TRUE, @self);
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if (trace_fraction == 1)
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{ // open at eye level
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@self.flags = @self.flags | FL_WATERJUMP;
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@self.flags |= FL_WATERJUMP;
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@self.velocity_z = 225;
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@self.flags = @self.flags - (@self.flags & FL_JUMPRELEASED);
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@self.flags &= ~FL_JUMPRELEASED;
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@self.teleport_time = time + 2; // safety net
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return;
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}
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@ -956,7 +956,7 @@ void() PlayerPreThink =
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PlayerJump ();
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}
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else
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@self.flags = @self.flags | FL_JUMPRELEASED;
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@self.flags |= FL_JUMPRELEASED;
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// teleporters can force a non-moving pause time
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if (time < @self.pausetime)
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@self.velocity = '0 0 0';
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@ -1063,13 +1063,13 @@ void() CheckPowerups =
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// + POX - ignore light effects in Dark Mode
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if (@self.invincible_finished > time && !(deathmatch & DM_DARK))
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{
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@self.effects = @self.effects | EF_DIMLIGHT;
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@self.effects = @self.effects | EF_RED;
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@self.effects |= EF_DIMLIGHT;
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@self.effects |= EF_RED;
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}
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else
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{
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@self.effects = @self.effects - (@self.effects & EF_DIMLIGHT);
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@self.effects = @self.effects - (@self.effects & EF_RED);
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@self.effects &= ~EF_DIMLIGHT;
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@self.effects &= ~EF_RED;
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}
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}
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// super damage
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@ -27,16 +27,16 @@ void() start_dynlight =
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//POX v1.1 - changed this for QW support
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//No EF_BRIGHTFIELD in QW - defaults to EF_DIMLIGHT
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if (@self.dynlight_style == 2)
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@self.effects = @self.effects | EF_BRIGHTLIGHT;
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@self.effects |= EF_BRIGHTLIGHT;
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else if (@self.dynlight_style == 4)
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@self.effects = @self.effects | EF_BLUE;
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@self.effects |= EF_BLUE;
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else if (@self.dynlight_style == 5)
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@self.effects = @self.effects | EF_RED;
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@self.effects |= EF_RED;
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else
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@self.effects = @self.effects | EF_DIMLIGHT;
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@self.effects |= EF_DIMLIGHT;
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dynlight_next();
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@ -42,7 +42,7 @@ void() q_touch =
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sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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@self.solid = SOLID_NOT;
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other.items = other.items | IT_QUAD;
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other.items |= IT_QUAD;
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@self.model = string_null;
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//if (deathmatch == 4)
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//{
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@ -102,7 +102,7 @@ void() r_touch =
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sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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@self.solid = SOLID_NOT;
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other.items = other.items | IT_INVISIBILITY;
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other.items |= IT_INVISIBILITY;
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@self.model = string_null;
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// do the apropriate action
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other.invisible_time = 1;
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@ -287,7 +287,7 @@ void() health_touch =
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// Megahealth = rot down the player's super health
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if (@self.healtype == 2)
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{
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other.items = other.items | IT_SUPERHEALTH;
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other.items |= IT_SUPERHEALTH;
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//if (deathmatch != 4)
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//{
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@self.nextthink = time + 5;
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@ -319,7 +319,7 @@ void() item_megahealth_rot =
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}
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// it is possible for a player to die and respawn between rots, so don't
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// just blindly subtract the flag off
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other.items = other.items - (other.items & IT_SUPERHEALTH);
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other.items &= ~IT_SUPERHEALTH;
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//if (deathmatch != 2) // deathmatch 2 is silly old rules
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//{
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@ -474,7 +474,7 @@ void() weapon_touch =
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bound_other_ammo ();
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// change to the weapon
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old = other.items;
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other.items = other.items | new;
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other.items |= new;
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stemp = @self;
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@self = other;
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@ -930,7 +930,7 @@ void() key_touch =
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sprint (other,PRINT_LOW, "\n");
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sound (other, CHAN_ITEM, @self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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other.items = other.items | @self.items;
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other.items |= @self.items;
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@self.solid = SOLID_NOT;
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@self.model = string_null;
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activator = other;
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@ -1045,7 +1045,7 @@ void() sigil_touch =
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stuffcmd (other, "bf\n");
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@self.solid = SOLID_NOT;
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@self.model = string_null;
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serverflags = serverflags | (@self.spawnflags & 15);
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serverflags &= ~15;
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@self.classname = ""; // so rune doors won't find it
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activator = other;
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@ -1107,7 +1107,7 @@ void() powerup_touch =
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sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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@self.solid = SOLID_NOT;
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other.items = other.items | @self.items;
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other.items |= @self.items;
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@self.model = string_null;
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// do the apropriate action
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if (@self.classname == "item_artifact_envirosuit")
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@ -1153,7 +1153,7 @@ void() item_artifact_invulnerability =
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@self.noise = "items/protect.wav";
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setmodel (@self, "progs/poxmegs.mdl");
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@self.netname = "MegaShields";
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@self.effects = @self.effects | EF_RED;
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@self.effects |= EF_RED;
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@self.items = IT_INVULNERABILITY;
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setsize (@self, '-16 -16 -24', '16 16 32');
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StartItem ();
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@ -1291,11 +1291,11 @@ void() BackpackTouch =
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{
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other.invincible_time = 1;
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other.invincible_finished = time + 30;
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other.items = other.items | IT_INVULNERABILITY;
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other.items |= IT_INVULNERABILITY;
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other.super_time = 1;
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other.super_damage_finished = time + 30;
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other.items = other.items | IT_QUAD;
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other.items |= IT_QUAD;
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other.ammo_cells = 0;
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@ -1331,7 +1331,7 @@ void() BackpackTouch =
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if (!new)
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new = other.weapon;
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old = other.items;
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other.items = other.items | @self.items;
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other.items |= @self.items;
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bound_other_ammo ();
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if (@self.ammo_shells) {
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@ -417,8 +417,7 @@ void() PutClientInServer =
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self.movetype = MOVETYPE_WALK;
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//POX v1.2 - remove items
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self.items = self.items - (self.items &
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(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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self.show_hostile = 0;
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self.max_health = 100;
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@ -442,7 +441,7 @@ void() PutClientInServer =
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self.weapon = IT_TSHOT;
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// POX v1.1 - spawn with 50 armour points
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1;
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1;
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self.armorvalue = 50;
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self.armortype = 0.9;
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@ -490,7 +489,7 @@ void() PutClientInServer =
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sound (self, CHAN_AUTO, "items/inv1.wav", 1, ATTN_NORM);
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stuffcmd (self, "bf\n");
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self.items = self.items | IT_INVISIBILITY;
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self.items |= IT_INVISIBILITY;
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self.invisible_time = 1;
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self.invisible_finished = time + 9999999999;
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}
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@ -587,17 +586,17 @@ void() PutClientInServer =
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self.ammo_shells = 200;
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self.ammo_rockets = 100;
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self.ammo_cells = 200;
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self.items = self.items | IT_PLASMAGUN;
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self.items = self.items | IT_SUPER_NAILGUN;
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self.items = self.items | IT_COMBOGUN;
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self.items = self.items | IT_ROCKET_LAUNCHER;
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self.items = self.items | IT_GRENADE_LAUNCHER;
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self.items |= IT_PLASMAGUN;
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self.items |= IT_SUPER_NAILGUN;
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self.items |= IT_COMBOGUN;
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self.items |= IT_ROCKET_LAUNCHER;
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self.items |= IT_GRENADE_LAUNCHER;
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
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self.armorvalue = 250;
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self.armortype = 0.9;
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self.health = 200;
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self.items = self.items | IT_INVULNERABILITY;
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self.items |= IT_INVULNERABILITY;
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self.invincible_time = 1;
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self.invincible_finished = time + 3;
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self.currentammo = self.ammo_rockets;
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self.weaponmodel = "progs/v_rhino.mdl";
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self.weaponframe = 0;
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self.items = self.items | IT_ROCKETS;
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self.items |= IT_ROCKETS;
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self.max_health = 200;
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sound (self, CHAN_AUTO, "items/protect.wav", 1, ATTN_NORM);
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@ -697,17 +696,17 @@ void() NextLevel =
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else if (!(serverflags & 1))
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{
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mapname = "e1m1";
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serverflags = serverflags | 1;
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serverflags |= 1;
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}
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else if (!(serverflags & 2))
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{
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mapname = "e2m1";
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serverflags = serverflags | 2;
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serverflags |= 2;
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}
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else if (!(serverflags & 4))
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{
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mapname = "e3m1";
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serverflags = serverflags | 4;
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serverflags |= 4;
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}
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else if (!(serverflags & 8))
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{
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@ -844,7 +843,7 @@ void() PlayerJump =
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if ( !(self.flags & FL_JUMPRELEASED) )
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return; // don't pogo stick
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self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
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self.flags &= ~FL_JUMPRELEASED);
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self.flags = self.flags - FL_ONGROUND; // don't stairwalk
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@ -1021,9 +1020,9 @@ void() CheckWaterJump =
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traceline (start, end, TRUE, self);
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if (trace_fraction == 1)
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{ // open at eye level
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self.flags = self.flags | FL_WATERJUMP;
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self.flags |= FL_WATERJUMP;
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self.velocity_z = 225;
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self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
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self.flags &= ~FL_JUMPRELEASED);
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self.teleport_time = time + 2; // safety net
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return;
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}
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@ -1082,7 +1081,7 @@ void() PlayerPreThink =
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PlayerJump ();
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}
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else
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self.flags = self.flags | FL_JUMPRELEASED;
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self.flags |= FL_JUMPRELEASED;
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// teleporters can force a non-moving pause time
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if (time < self.pausetime)
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@ -1123,7 +1122,7 @@ void() CheckPowerups =
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//POX v1.1 - change armour to Yellow
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if (self.armorvalue == 150)
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2;
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2;
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}
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// invisibility
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@ -1202,9 +1201,9 @@ void() CheckPowerups =
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if (!(deathmatch & DM_DARK))
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{
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if (self.invincible_finished > time)
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self.effects = self.effects | EF_DIMLIGHT;
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self.effects |= EF_DIMLIGHT;
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else
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self.effects = self.effects - (self.effects & EF_DIMLIGHT);
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self.effects &= ~EF_DIMLIGHT);
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}
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}
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@ -1242,9 +1241,9 @@ void() CheckPowerups =
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if (!(deathmatch & DM_DARK))
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{
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if (self.super_damage_finished > time)
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self.effects = self.effects | EF_DIMLIGHT;
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self.effects |= EF_DIMLIGHT;
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else
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self.effects = self.effects - (self.effects & EF_DIMLIGHT);
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self.effects &= ~EF_DIMLIGHT);
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}
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}
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@ -138,7 +138,7 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
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{
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save = targ.armorvalue;
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targ.armortype = 0; // lost all armor
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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}
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targ.armorvalue = targ.armorvalue - save;
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@ -147,19 +147,19 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
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if (targ.armorvalue > 150)
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{
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targ.armortype = 0.8; //Red Armour
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
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}
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else if (targ.armorvalue > 50)
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{
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targ.armortype = 0.8; //Yellow Armour
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2;
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2;
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}
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else if (targ.armorvalue > 1)
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{
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targ.armortype = 0.8; //Blue Armour
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1;
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1;
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}
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take = ceil(damage-save);
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@ -603,7 +603,7 @@ void () fd_secret_use =
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sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.nextthink = self.ltime + 0.1;
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temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
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temp &= ~SECRET_1ST_LEFT); // 1 or -1
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makevectors(self.mangle);
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if (!self.t_width)
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@ -25,13 +25,13 @@ void() start_dynlight =
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//POX v1.1 - changed this for QW support
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//No EF_BLUE or EF_RED in Quake - defaults to EF_DIMLIGHT
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if (self.dynlight_style == 2)
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self.effects = self.effects | EF_BRIGHTLIGHT;
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self.effects |= EF_BRIGHTLIGHT;
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else if (self.dynlight_style == 3)
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self.effects = self.effects | EF_BRIGHTFIELD;
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self.effects |= EF_BRIGHTFIELD;
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else
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self.effects = self.effects | EF_DIMLIGHT;
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self.effects |= EF_DIMLIGHT;
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dynlight_next();
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};
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@ -18,7 +18,7 @@ void() SUB_regen =
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}
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if (self.classname == "item_artifact_super_damage" || self.classname == "item_artifact_invulnerability" || self.classname == "item_artifact_invisibility")
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self.effects = self.effects | EF_DIMLIGHT;
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self.effects |= EF_DIMLIGHT;
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};
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@ -199,7 +199,7 @@ void() health_touch =
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// Megahealth = rot down the player's super health
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if (self.healtype == 2)
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{
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other.items = other.items | IT_SUPERHEALTH;
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other.items |= IT_SUPERHEALTH;
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self.nextthink = time + 5;
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self.think = item_megahealth_rot;
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self.owner = other;
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@ -231,7 +231,7 @@ void() item_megahealth_rot =
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// it is possible for a player to die and respawn between rots, so don't
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// just blindly subtract the flag off
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other.items = other.items - (other.items & IT_SUPERHEALTH);
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other.items &= ~IT_SUPERHEALTH);
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if (deathmatch >= 1) // deathmatch 2 is silly old rules
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{
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@ -391,7 +391,7 @@ void() weapon_touch =
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// change to the weapon
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old = other.items;
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other.items = other.items | new;
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other.items |= new;
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stemp = self;
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self = other;
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@ -859,7 +859,7 @@ local float best;
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sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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||||
stuffcmd (other, "bf\n");
|
||||
other.items = other.items | self.items;
|
||||
other.items |= self.items;
|
||||
|
||||
if (!coop)
|
||||
{
|
||||
|
@ -1019,12 +1019,12 @@ local float best;
|
|||
sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
stuffcmd (other, "bf\n");
|
||||
self.solid = SOLID_NOT;
|
||||
other.items = other.items | self.items;
|
||||
other.items |= self.items;
|
||||
self.model = string_null;
|
||||
|
||||
if (self.classname == "item_artifact_super_damage")
|
||||
{
|
||||
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
|
||||
self.effects &= ~EF_DIMLIGHT);
|
||||
self.quadcore.mdl = self.quadcore.model;
|
||||
self.quadcore.model = string_null;
|
||||
|
||||
|
@ -1041,7 +1041,7 @@ local float best;
|
|||
|
||||
if (self.classname == "item_artifact_invulnerability")
|
||||
{
|
||||
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
|
||||
self.effects &= ~EF_DIMLIGHT);
|
||||
other.invincible_time = 1;
|
||||
other.invincible_finished = time + 30;
|
||||
}
|
||||
|
@ -1050,7 +1050,7 @@ local float best;
|
|||
{
|
||||
other.invisible_time = 1;
|
||||
other.invisible_finished = time + 30;
|
||||
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
|
||||
self.effects &= ~EF_DIMLIGHT);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1077,7 +1077,7 @@ void() item_artifact_invulnerability =
|
|||
self.netname = "MegaShields";
|
||||
self.items = IT_INVULNERABILITY;
|
||||
|
||||
self.effects = self.effects | EF_DIMLIGHT;
|
||||
self.effects |= EF_DIMLIGHT;
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 32');
|
||||
StartItem ();
|
||||
|
@ -1124,7 +1124,7 @@ void() item_artifact_invisibility =
|
|||
self.netname = "Cloaking Device";
|
||||
self.items = IT_INVISIBILITY;
|
||||
|
||||
self.effects = self.effects | EF_DIMLIGHT;
|
||||
self.effects |= EF_DIMLIGHT;
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 32');
|
||||
StartItem ();
|
||||
|
@ -1177,7 +1177,7 @@ void() item_artifact_super_damage =
|
|||
self.items = IT_QUAD;
|
||||
setsize (self, '-16 -16 -24', '16 16 32');
|
||||
|
||||
self.effects = self.effects | EF_DIMLIGHT;
|
||||
self.effects |= EF_DIMLIGHT;
|
||||
|
||||
Spawn_QuadCore ();
|
||||
|
||||
|
@ -1234,7 +1234,7 @@ void() BackpackTouch =
|
|||
if (!new)
|
||||
new = other.weapon;
|
||||
old = other.items;
|
||||
other.items = other.items | new;
|
||||
other.items |= new;
|
||||
|
||||
bound_other_ammo ();
|
||||
|
||||
|
|
|
@ -178,7 +178,7 @@ void() player_run =[0, player_run ]
|
|||
/*
|
||||
//used for PulseGun fire
|
||||
void() player_pulse1 = [$shotatt1, player_pulse2 ] {self.weaponframe=1;
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;};
|
||||
self.effects |= EF_MUZZLEFLASH;};
|
||||
void() player_pulse2 = [$shotatt2, player_pulse3 ] {self.weaponframe=2;};
|
||||
void() player_pulse3 = [$shotatt3, player_pulse4 ] {self.weaponframe=3;};
|
||||
void() player_pulse4 = [$shotatt4, player_pulse5 ] {self.weaponframe=4;};
|
||||
|
@ -196,7 +196,7 @@ void() player_pflex6 = [$shotatt5, player_run ] {self.weaponframe=11;};
|
|||
|
||||
//used for t-sht and combo gun
|
||||
void() player_shot1 = [15, player_shot2 ] {self.weaponframe=1;
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;};
|
||||
self.effects |= EF_MUZZLEFLASH;};
|
||||
void() player_shot2 = [16, player_shot3 ] {self.weaponframe=2;};
|
||||
void() player_shot3 = [17, player_shot4 ] {self.weaponframe=3;};
|
||||
void() player_shot4 = [18, player_shot5 ] {self.weaponframe=4;};
|
||||
|
@ -205,7 +205,7 @@ void() player_shot6 = [19, player_run ] {self.weaponframe=6;};
|
|||
|
||||
// New Frame Macro For T-Shot 3 barrel fire
|
||||
void() player_tshot1 = [15, player_tshot2 ] {self.weaponframe=1;
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;};
|
||||
self.effects |= EF_MUZZLEFLASH;};
|
||||
void() player_tshot2 = [16, player_tshot3 ] {self.weaponframe=16;};//triple flare frame
|
||||
void() player_tshot3 = [17, player_tshot4 ] {self.weaponframe=3;};
|
||||
void() player_tshot4 = [18, player_tshot5 ] {self.weaponframe=4;};
|
||||
|
@ -228,7 +228,7 @@ void() player_reshot9 = [15, player_run ] {self.weaponframe=15;};
|
|||
|
||||
// New Frame Macro For SuperShotgun Second Trigger (Impact Grenades)
|
||||
void() player_gshot1 = [15, player_gshot2 ] {self.weaponframe=2;
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;};
|
||||
self.effects |= EF_MUZZLEFLASH;};
|
||||
void() player_gshot2 = [16, player_gshot3 ] {self.weaponframe=3;};
|
||||
void() player_gshot3 = [17, player_gshot4 ] {self.weaponframe=4;};
|
||||
void() player_gshot4 = [18, player_gshot5 ] {self.weaponframe=5;};
|
||||
|
@ -237,7 +237,7 @@ void() player_gshot5 = [19, player_run ] {self.weaponframe=6;};
|
|||
|
||||
// New Frame Macro For Nailgun Second Trigger (Shrapnel Bomb)
|
||||
void() player_shrap1 = [15, player_shrap2 ] {
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;};
|
||||
self.effects |= EF_MUZZLEFLASH;};
|
||||
void() player_shrap2 = [16, player_run ] {};
|
||||
// End Nailgun Second Trigger Macro
|
||||
|
||||
|
@ -345,7 +345,7 @@ void() player_nail1 =[15, player_nail2 ]
|
|||
}
|
||||
else
|
||||
{
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;
|
||||
self.effects |= EF_MUZZLEFLASH;
|
||||
|
||||
if (!self.button0)
|
||||
{player_run ();return;}
|
||||
|
@ -375,7 +375,7 @@ void() player_nail2 =[16, player_nail1 ]
|
|||
else
|
||||
{
|
||||
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;
|
||||
self.effects |= EF_MUZZLEFLASH;
|
||||
|
||||
if (!self.button0)
|
||||
{player_run ();return;}
|
||||
|
@ -410,7 +410,7 @@ void() player_plasma1 =[15, player_plasma2 ]
|
|||
}
|
||||
else
|
||||
{
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;
|
||||
self.effects |= EF_MUZZLEFLASH;
|
||||
|
||||
if (!self.button0)
|
||||
{player_run ();return;}
|
||||
|
@ -447,7 +447,7 @@ void() player_plasma2 =[16, player_plasma1 ]
|
|||
else
|
||||
{
|
||||
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;
|
||||
self.effects |= EF_MUZZLEFLASH;
|
||||
|
||||
if (!self.button0)
|
||||
{player_run ();return;}
|
||||
|
@ -471,7 +471,7 @@ void() player_plasma2 =[16, player_plasma1 ]
|
|||
//Had to seperate Grenade Macro from Anihilator
|
||||
//to make room for new rhino animations
|
||||
void() player_grenade1 =[15, player_grenade2 ] {self.weaponframe=1;
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;};
|
||||
self.effects |= EF_MUZZLEFLASH;};
|
||||
void() player_grenade2 =[16, player_grenade3 ] {self.weaponframe=2;};
|
||||
void() player_grenade3 =[17, player_grenade4 ] {self.weaponframe=3;};
|
||||
void() player_grenade4 =[18, player_grenade5 ] {self.weaponframe=4;};
|
||||
|
@ -494,7 +494,7 @@ sound (self, CHAN_WEAPON, "weapons/rhino.wav", 1, ATTN_NORM);
|
|||
self.velocity = v_forward* -25;
|
||||
|
||||
self.punchangle_x = -3;
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;};
|
||||
self.effects |= EF_MUZZLEFLASH;};
|
||||
void() player_rocket2 =[15, player_rocket3 ] {self.weaponframe=2;
|
||||
W_FireRocket('0 0 24');};
|
||||
void() player_rocket3 =[16, player_run ] {self.weaponframe=3;};
|
||||
|
@ -813,7 +813,7 @@ void(string gibname, float dm) ThrowHead =
|
|||
setsize (self, '-16 -16 0', '16 16 56');
|
||||
self.velocity = VelocityForDamage (dm);
|
||||
self.origin_z = self.origin_z - 24;
|
||||
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||||
self.flags &= ~FL_ONGROUND);
|
||||
self.avelocity = crandom() * '0 600 0';
|
||||
};
|
||||
|
||||
|
@ -915,7 +915,7 @@ void() PlayerDie =
|
|||
{
|
||||
local float i;
|
||||
|
||||
//self.items = self.items - (self.items & IT_INVISIBILITY);
|
||||
//self.items &= ~IT_INVISIBILITY);
|
||||
self.invisible_finished = 0; // don't die as eyes
|
||||
self.invincible_finished = 0;
|
||||
self.super_damage_finished = 0;
|
||||
|
@ -937,7 +937,7 @@ void() PlayerDie =
|
|||
self.view_ofs = '0 0 -8';
|
||||
self.deadflag = DEAD_DYING;
|
||||
self.solid = SOLID_NOT;
|
||||
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||||
self.flags &= ~FL_ONGROUND);
|
||||
self.movetype = MOVETYPE_TOSS;
|
||||
if (self.velocity_z < 10)
|
||||
self.velocity_z = self.velocity_z + random()*300;
|
||||
|
|
|
@ -170,7 +170,7 @@ void() launch_megaplasma =
|
|||
newmis.movetype = MOVETYPE_FLYMISSILE;
|
||||
newmis.solid = SOLID_BBOX;
|
||||
newmis.classname = "megaplasma";
|
||||
newmis.effects = newmis.effects | EF_BRIGHTFIELD | EF_BRIGHTLIGHT;
|
||||
newmis.effects |= EF_BRIGHTFIELD | EF_BRIGHTLIGHT;
|
||||
|
||||
// set speed
|
||||
dir = aim ( self, 1000 );
|
||||
|
@ -420,7 +420,7 @@ void() MineArm =
|
|||
self.takedamage = DAMAGE_YES;
|
||||
self.skin = 1;
|
||||
self.classname = "minearmed";
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;
|
||||
self.effects |= EF_MUZZLEFLASH;
|
||||
}
|
||||
|
||||
if ((time > self.delay) || (self.spawnmaster.no_obj == TRUE))
|
||||
|
@ -892,8 +892,8 @@ void() W_SecondTrigger =
|
|||
// check for rockets
|
||||
if (self.ammo_rockets < 1)
|
||||
{
|
||||
self.items = self.items - ( self.items & (IT_SHELLS) );
|
||||
self.items = self.items | IT_ROCKETS;
|
||||
self.items &= ~(IT_SHELLS) );
|
||||
self.items |= IT_ROCKETS;
|
||||
self.currentammo = self.ammo_rockets;
|
||||
self.which_ammo = 1;
|
||||
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
|
||||
|
@ -903,8 +903,8 @@ void() W_SecondTrigger =
|
|||
|
||||
if (self.st_pball < time)
|
||||
{
|
||||
self.items = self.items - ( self.items & (IT_SHELLS) );
|
||||
self.items = self.items | IT_ROCKETS;
|
||||
self.items &= ~(IT_SHELLS) );
|
||||
self.items |= IT_ROCKETS;
|
||||
self.currentammo = self.ammo_rockets;
|
||||
self.which_ammo = 1;
|
||||
player_gshot1();
|
||||
|
|
|
@ -429,7 +429,7 @@ local vector org;
|
|||
stuffcmd (other, "tele_zoom\n");
|
||||
|
||||
}
|
||||
other.flags = other.flags - other.flags & FL_ONGROUND;
|
||||
other.flags &= ~FL_ONGROUND;
|
||||
};
|
||||
|
||||
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
|
||||
|
|
|
@ -997,7 +997,7 @@ void() W_SetCurrentAmmo =
|
|||
if (!self.saw_on)
|
||||
player_run (); // get out of any weapon firing states
|
||||
|
||||
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
||||
self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
||||
|
||||
self.weaponmodel = ""; //Hack for ChaseCam
|
||||
|
||||
|
@ -1019,7 +1019,7 @@ void() W_SetCurrentAmmo =
|
|||
|
||||
self.weaponframe = 0;
|
||||
|
||||
self.items = self.items | IT_SHELLS;
|
||||
self.items |= IT_SHELLS;
|
||||
}
|
||||
else if (self.weapon == IT_COMBOGUN)
|
||||
{
|
||||
|
@ -1033,12 +1033,12 @@ void() W_SetCurrentAmmo =
|
|||
if (self.which_ammo == 1)
|
||||
{
|
||||
self.currentammo = self.ammo_rockets;
|
||||
self.items = self.items | IT_ROCKETS;
|
||||
self.items |= IT_ROCKETS;
|
||||
}
|
||||
else
|
||||
{
|
||||
self.currentammo = self.ammo_shells;
|
||||
self.items = self.items | IT_SHELLS;
|
||||
self.items |= IT_SHELLS;
|
||||
}
|
||||
}
|
||||
else if (self.weapon == IT_PLASMAGUN)
|
||||
|
@ -1049,7 +1049,7 @@ void() W_SetCurrentAmmo =
|
|||
self.weaponmodel = "progs/v_plasma.mdl";
|
||||
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_CELLS;
|
||||
self.items |= IT_CELLS;
|
||||
}
|
||||
else if (self.weapon == IT_SUPER_NAILGUN)
|
||||
{
|
||||
|
@ -1059,7 +1059,7 @@ void() W_SetCurrentAmmo =
|
|||
self.weaponmodel = "progs/v_nailg.mdl";
|
||||
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_NAILS;
|
||||
self.items |= IT_NAILS;
|
||||
}
|
||||
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
||||
{
|
||||
|
@ -1069,7 +1069,7 @@ void() W_SetCurrentAmmo =
|
|||
self.weaponmodel = "progs/v_gren.mdl";
|
||||
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_ROCKETS;
|
||||
self.items |= IT_ROCKETS;
|
||||
}
|
||||
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
||||
{
|
||||
|
@ -1079,7 +1079,7 @@ void() W_SetCurrentAmmo =
|
|||
self.weaponmodel = "progs/v_rhino.mdl";
|
||||
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_ROCKETS;
|
||||
self.items |= IT_ROCKETS;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1208,8 +1208,8 @@ void() W_Attack =
|
|||
if (self.ammo_shells < 1)
|
||||
{
|
||||
self.currentammo = self.ammo_shells;
|
||||
self.items = self.items - ( self.items & (IT_ROCKETS) );
|
||||
self.items = self.items | IT_SHELLS;
|
||||
self.items &= ~(IT_ROCKETS) );
|
||||
self.items |= IT_SHELLS;
|
||||
self.which_ammo = 0;
|
||||
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
|
||||
self.st_sshotgun = time + 0.7;
|
||||
|
@ -1218,8 +1218,8 @@ void() W_Attack =
|
|||
else
|
||||
{
|
||||
self.currentammo = self.ammo_shells;
|
||||
self.items = self.items - ( self.items & (IT_ROCKETS) );
|
||||
self.items = self.items | IT_SHELLS;
|
||||
self.items &= ~(IT_ROCKETS) );
|
||||
self.items |= IT_SHELLS;
|
||||
self.which_ammo = 0;
|
||||
player_shot1 ();
|
||||
W_FireSuperShotgun ();
|
||||
|
@ -1387,14 +1387,9 @@ void() CheatCommand =
|
|||
self.ammo_nails = 200;
|
||||
self.ammo_shells = 100;
|
||||
self.ammo_cells = 200;
|
||||
self.items = self.items |
|
||||
IT_BONESAW |
|
||||
IT_TSHOT |
|
||||
IT_COMBOGUN |
|
||||
IT_PLASMAGUN |
|
||||
IT_SUPER_NAILGUN |
|
||||
IT_GRENADE_LAUNCHER |
|
||||
IT_ROCKET_LAUNCHER;
|
||||
self.items |= (IT_BONESAW | IT_TSHOT | IT_COMBOGUN | IT_PLASMAGUN
|
||||
| IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER
|
||||
| IT_ROCKET_LAUNCHER);
|
||||
|
||||
self.weapon = IT_COMBOGUN;
|
||||
self.impulse = 0;
|
||||
|
@ -1576,7 +1571,7 @@ void() QuadCheat =
|
|||
return;
|
||||
self.super_time = 1;
|
||||
self.super_damage_finished = time + 30;
|
||||
self.items = self.items | IT_QUAD;
|
||||
self.items |= IT_QUAD;
|
||||
dprint ("quad cheat\n");
|
||||
};
|
||||
|
||||
|
|
|
@ -45,7 +45,7 @@ void (string destination) ObserverTeleportTouch =
|
|||
if (@self.flags & FL_ONGROUND)
|
||||
@self.flags = @self.flags - FL_ONGROUND;
|
||||
@self.velocity = v_forward * 300;
|
||||
@self.flags = @self.flags - @self.flags & FL_ONGROUND;
|
||||
@self.flags &= ~FL_ONGROUND;
|
||||
};
|
||||
/*------------------
|
||||
ObserverImpulses
|
||||
|
|
|
@ -136,7 +136,7 @@ void() launch_megaplasma =
|
|||
newmis.movetype = MOVETYPE_FLYMISSILE;
|
||||
newmis.solid = SOLID_BBOX;
|
||||
newmis.classname = "megaplasma";
|
||||
newmis.effects = newmis.effects | EF_BLUE;
|
||||
newmis.effects |= EF_BLUE;
|
||||
|
||||
// set speed
|
||||
dir = aim ( @self, 1000 );
|
||||
|
|
Loading…
Reference in a new issue